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66 at DMP

Posted By: Chuck Bower
Date: Saturday, 18 September 2010, at 5:22 p.m.

In Response To: 66 at DMP (storm)

Hard to believe staying on the 24-point is right after this roll nearly catches you up in the race. Start with 24/18(2).

After that I see 21/9 and 13/7(2). At first glance (even second glance) it's not clear which I like better. But the thing that (should, anyway) jumps out here is opp's inflexibility in having all her spare checkers stacked on the midpoint.

Having noticed this, my first impression was to stay back in White's HB and wait for the blots to open up. (I call this '0-ply', GNU's nomenclature -- letting one's uncluttered eye view the situation.) But then I looked at opp's immediate rolls (1-ply) and the picture flip-flopped. The numbers that force opp to blot the outfield (small numbers) are actually turned into good numbers after 13/7(2). Aces hit on the 12-point, 3-2 plays safe, 4-2 hits loose on the 4-point. Larger numbers either hit loose on the 4-point {6-3, 5-4} or simply land safely.

What does 21/9 do? Yes, White can hit but it costs the anchor and while leaving returns. Meanwhile Blue's defense is entrenched for future battle. Actually I like owning the 9-point more than the 7-point here, although reality is that 15/9 doesn't make the 9-point while 13/7(2) does make the barpoint. But besides being a builder, the checker on the 9-point (if not hit immediately) is going to be safe. A single on the 21-point could become a problem later as White improves the homeside.

I see this problem fitting into the "cater to your own strengths and/or your opponents weaknesses." Here opp's weakness is his midpoint stack, so figure out which play best exploits that. In this case, staying out of its shadow is my choice.

BTW, regardless if I actually got this play right for the right reasons, it reminds me of one of Stick's problems (an early one, maybe #2) on Phil's site where opp's TMP in a priming game was exploited.

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